Whitepaper

Wagered Room Economy

Through TuPack, players are able to create a Wager Room that allows them to take part in a competitive economy. Wagered rooms require an entry fee and reward players for every successful kill. Players are encouraged to take part in battle royal-styled lobbies wherein the objective is to be the Last Man Standing. In wagered rooms, players pay an entry fee in GW, and rewards are distributed per kill as follows:

  • 60% → Goes to the player who gets the kill.

  • 18% → Goes to the room creator as a hosting reward.

  • 18% (8% when killer gets 70% instead of 60% after TGE) → Goes to the game treasury (for development, rewards, marketing, and future growth).

  • 4% → Is burned, reducing the overall supply of $TUP, making it a deflationary asset over time.

This can be experienced in the TuPack minigame; MiniPack. This model ensures that players are rewarded fairly while room creators have an incentive to host, and the game remains sustainable. Should players find the outcomes of a match to not abide by their experiences or wish to file a dispute against the parties involved within a given match then a representative from the TuPack team will conduct a formal review of said match to evaluate its outcomes and assess as to whether or not such aligns with the reports found. Parties found conducting malpractice through a formal review will be penalized severely and can also be barred from using our services based on the judgments and recommendations of the representative conducting a dispute review.

The burn mechanism helps maintain token value by reducing supply over time. Total tokens burnt over time will be50% of total supply.

Simulation of Burn Impact (Estimate)

  • Let's assume 100K kills per day in wagered rooms.

  • Each player pays 100 $TUP to enter, meaning 10M TUP wagered per day.

  • 4% burn = 400K TUP burned daily.

  • Over 1 year (365 days) 146M tokens burned (~14.6% of total supply).

  • After ~3.5 years, around 500M $TUP could be burned (~50%), depending on game activity.